In this example, we will demonstrate how to implement an effect using a render texture.
Open the DeepAR Studio
Go to File → Import FBX → choose rendertexture_dalmatian.fbx from the Rendertexture_examples folder
Select the RootNode and in Node Properties set its Position mode to Position in camera space

Next, select the face node in the Node hierarchy
In menu bar under the Add Components choose the Face Position component

Now set the texture and material
First, go to the Textures tab and click Add → Texture → choose dalmatian.png from the Rendertexture_examples folder

Next, select one of the quads under the Mesh ( ears or nose ), because both have the same material
In Material properties under set the Blend mode to Alpha and Culling mode to Clockwise
Under Select shader choose Unlit texture
For Diffuse texture choose dalmatian.png

Next, select Mesh quad
In Material properties set the Blend mode to Alpha and Culling mode to Clockwise
Under Select shader choose Unlit texture
For Diffuse texture choose Camera texture

To fix this face problem go to Node hierarchy and select Mesh under face node
Go to the Node properties and for Dynamic UVs choose Camera texture UV1

Next, select the quad node under the camera node and increase it's Z position so it becomes visible. Set the value of Z = 3
In Node Properties set the quad's Layer to a Layer that is not in use by any other mesh, in this example we used Layer 10

Go to the Texture tab
Select Add → RenderTexture and add all the layers you wish to render to a texture, in this example that is Layer 2, because all meshes other than quad are in this layer

Select quad under camera node
In Material properties set the Blend mode to Alpha and Culling mode to Off
Under Select shader choose the Unlit Texture shader
Set Render Texture as the Diffuse texture

Now, change the quad nodes transform to achieve the desired effect
Select quad under camera node
In Transformations set the Position and Rotation


Download this example with all assets